This does not work for some reason
Blitz3D Forums/Blitz3D Programming/This does not work for some reason| 
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Graphics3D 640,480,0,2
SetBuffer BackBuffer()
camera=CreateCamera()
light=CreateLight()
RotateEntity light,90,0,0
; Load mesh
crate=LoadMesh("Plataforma_1.b3d")
PositionEntity crate,0,0,100
; Get mesh surface
surf=GetSurface(crate,1)
; Get surface brush
crate_brush=GetSurfaceBrush(surf)
; Get brush texture
crate_tex=GetBrushTexture(crate_brush,0)
While Not KeyDown( 1 )
	RenderWorld
	; Display full texture name
	Text 0,0,"Texture name, as returned by TextureName$():"
	Text 0,20,TextureName$(crate_tex)
	
	; Display trimmed texture name
	Text 0,40,"Texture name with path stripped:"
	Text 0,60,StripPath$(TextureName$(crate_tex))
	Flip
Wend
End
Function StripPath$(file$) 
	If Len(file$)>0 
	
		For i=Len(file$) To 1 Step -1 
		
			mi$=Mid$(file$,i,1) 
			If mi$="\" Or mi$="/" Then Return name$ Else name$=mi$+name$ 
		
		Next 
	
	EndIf 
	
	Return name$ 
End Function
Do not return the name of the texture I try to recover, just returns nothing. any suggestions. | 
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| Yue, as RemiD kindly reminded me in my thread to grab texture names in an array, use the following from this link: http://www.blitzbasic.com/Community/post.php?topic=101442&post=1205263 Code: Haven't tested this because I wrote it out in a codebox, but it SHOULD work if you follow the directions from within the code correctly! ^_^ Hope this helps! Good luck with your project! Sincerely, ~GF | 
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| Thanks You :) The problem here in my models, so far I find that for every texture have my model is a surface set, however, was looking on the surface that had no texture assigned. 
Local Superficie%[2]
Local Brush%[2]
Local TexturaVector%[2]
Local TexturaNormal%[2]
Local TexturaSpecular%[2]
Local S%
For S% = 1 To CountSurfaces(Plataforma1.Mesh\Malla)
	
	Superficie[S%] = GetSurface(Plataforma1\Malla,S%)
	Brush[S%]     = GetSurfaceBrush(Superficie[S%])
	
	
    TexturaVector[S%] = GetBrushTexture(Brush[S%],0)
	SetCubeMode TexturaVector[S%],2
	SetCubeAlign TexturaVector[S%],Bombillo.Luz\TipoLuz%
	
	
	
	TexturaNormal[S%] = GetBrushTexture(Brush[S%],1)
	
	SetCubeMode TexturaNormal[S%],2
	
	
	
	
	TexturaSpecular[S%] = GetBrushTexture(Brush[S%],4)
	
	SetCubeMode TexturaSpecular[S%],2
	SetCubeAlign TexturaSpecular[S%],Bombillo.Luz\TipoLuz%
	
	
	
	
	
Next 
AmbientLight 32,32,32
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| Yea, this code only works if the texture data is in the model and the files are in the same folder as the model. |